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regulater

6
Posts
A member registered Feb 19, 2024

Recent community posts

How do you feel about the game's difficulty? The game doesn’t feel too difficult. After the first level and upgrading the attack, I was able to constantly 1 hit the monsters for the remaining levels I played.

If it is too hard/ too easy, what do you think should be done to make it more balanced? If you just defend till you get to the enemy you can attack instantly after their attack and never take damage. Possibly a shield timer that doesn’t allow you to just hold shield.

Does the parry work fine? What was the parry supposed to do? I tried it from a distance and couldn’t get anything to happen, and tried it somewhat close. Maybe I was just doing it wrong though.

How are the visuals? The visuals of the maps are good, possibly larger or longer maps. I like the design of the character and enemy.

Any bugs? Majority of the levels I spawned in there was an enemy already there attacking me the second I spawned. So I would always instantly take damage. Also the edge of the map you can just fall off and forever fall. There is no pause/exit menu.

Do the UI elements look fine? The UI looks very basic, possibly more details on just the image and it wouldn’t need the description. Like the Heal could just be a full health bar above the Heart instead of having to read, and the +10 attack could be the attack symbol and +10 in the box, etc.

Would you like to see anything else added to the shop? Maybe some weapons, or even VIP bonuses.

What do you like/dislike about escort missions in other games? More strategy involved to make it more challenging.

How do the controls feel? The controls feel good, but the character does not stop well. It will slide for a while after the buttons are no longer pressed.

What would you like to see implemented in the game? Possibly add more enemies, but keep them out of spawn. The enemies in spawn did not give enough time to defend from. Also some obstacles that could be used, so when there are more enemies we can defend and use obstacles to attack the enemies. 

What bugs or quirks did you experience that during your experience? What were the circumstances surrounding the bug? Constantly clicking interact will continue to spawn the chat box repeatedly on top of each other.

How did you feel about the minigames? What would make them more fun for you? The Minigames felt alright. Maybe some more hospital fit minigames other than the typing and arrows. The arrows could be like bone alignments with the arrow keys, or sewing up some cuts, etc.

What did you think of the movement? The grappling hook sort of moves higher than the clicked position. Most of the times I tried to grappling hook to a floor it would hit the ceiling and have to grappling hook again. Also getting stuck on the doors on the inside of the rooms.

What score did you end up getting after 5 minutes of play time? First time I played without knowing where the rooms I scored 110 and that was mostly moving and looking around.

Did you feel like you were challenged or engaged? If not, what do you think contributed to that? It didn’t feel that challenging, majority of the minigames were pretty easy and were repetitive. Maybe increasing in difficulty, or having to memorize what certain pills do instead of the npc saying which one they need, etc. could lead to more challenging minigames.

Is there anything you think would make the game more fun? Just new style minigames that are more hospital like. Instead of the npc saying what they need, maybe you need to memorize the pill types for what is wrong with them.

What general thoughts or feelings do you have about the state of the game? The overall state of the game feels good for the second playtest. It is coherent and runs smoothly without issues. Some more hospital type minigames and possibly a challenge to the minigames would definitely make the overall game feel much better. 

Issues I noticed:

When colliding with objects (like the fly and plants) it messes with the camera, possibly pull camera collision out of the objects.

Adding some menus that way exiting the game is easier, and that way there is some pausing, etc. 

No way to tell which magic spell you are on, when hitting q and e there is no difference in the bottom left to tell the spells. 

Maybe a score system, or more clear goals on what the endgame is. 

The game is unplayable on mouse pads. Possibly remove the right click feature, or turn from a hold to a click to zoom, click to un zoom. 

Clipping into objects partially.

The clipping allows you to climb objects that I don't think you meant for players to climb. 

The rock ramp wasnt smooth to walk up, had to constantly jump.

If you fall between the spool and flower pot you are stuck and cannot exit. 

Overall:

I liked the design, definitely interesting and all matches the game style. 

I liked how the 2d items constantly kept facing the user that way they had a 3d style feel to them. 

I like the implemented run in the game.

The game definitely had an aesthetic to it that is kept throughout the game. 

I feel like the concept is fun, just needs more things to implement which is understandable as this is the first play test. 

Is the minigame enjoyable/annoying? How could it be better?

I only found the smell the plant mini game. Maybe add more or other concepts to the minigame, and descriptions why we are doing the minigame. For example why we are smelling the plants, and what that gives us in game.  When I loaded in I was confused on what to do in the game, maybe add a description of what we are supposed to do. 

How is the procedural generation? The exploration?

The procedural generation looks good, things are kind of sparse though, but may be the concept of the game.

Are there any bugs in the procedural generation or with the minigame?

The objects do not spawn attached to the ground, majority are floating partially. Also all objects can be walked through. 

When doing the smell the plant since you are required to click fast, if you don't stop the clicking right away it just constantly keeps entering the smell the plant mini game.

Sometimes clicking on the tree does not actually work unless you are almost inside of the object.

Other issues:

I noticed that if you stop moving on the side of a hill you slowly fall down it.

The Pause menu does not always work. When I entered options then esc out, no other buttons worked and had to hit esc again multiple times to get out of the menu.

Hitting "m" in options menu brings back to main menu and nothing works.

Also hitting "w" in the options just exits the game.

  • How hard is the game in general?
    Overall the regular levels are very easy. Some levels didnt even spawn a bird or shrimp which made the level very easy as the eel and coral dont move their attacks and make it where you can stand still and kill them. Maybe making the coral and eels rotate in a circle so their attacks move all around the map could definitely add to the difficulty. 
  • How hard is the kraken boss?
    Kraken boss seemed good difficulty for being the first boss. Wasnt hard, but got the player more used to movement.
  • How hard is the crab/lobster boss?
    The crab/lobster boss was maybe too difficult. I killed the crab no issue, but upon death it was doing a move and that move stayed on the map which may have been the reason it was difficult as I had to keep running over it to kill the little lobsters while fighting the lobster boss and made me die faster. If the crab boss attack didnt stay on the map I believe I would have been able to kill the lobster.
  • Do the controls need improvement?
    When I played the game it seemed that it didn't fire exactly in my mouse direction which seemed to only happen on a certain Map. Will attach a picture. I did see it happen on some other maps, but nothing to the extent of the one in the pictures. It is only letting me attach 1 picture, but if you move further right on this map it got even worse. 
     
  • Are there any aspects or enemies that are annoying to the point of ruining your experience?
    Not really anything besides the crab boss attack staying on the map. Other than that the gameplay was smooth.

    Other:
    It looked like some maps had vertical lines in the water along with on the map. Also some maps left of the bridge look to be lines too like the bridge used to be there and moved to the right. 

The movement feels smooth.
The Bubble and Ghost have very high health and for a while I wasnt even sure if I was hitting them. Definitely maybe some health changes to them or increased damage to the player. 
The player attacks are hard to tell if its just that location that the animation pops up over or if it goes further. It seemed to kill players outside of the blast area, but unsure if that was supposed to happen. 
Maybe some wave information too to know which wave we are currently on and possibly more information on attacks from the player. 
Other than that definitely looks like one of the survivor game styles just on a smaller map.